1 the Game of Others (Heterodox Entertainment)
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1 The Game of Others (Heterodox Entertainment) The Game of Others ruined my life. On my first Seeming, I was paired with a Osaka shut-in and spent three days in his apartment binge-watching anime series and eating ramen. That was fine but when I met up with my Interloper in the Interregnum phase it turned out he'd not really understood the whole thing very well and had done pretty much the same thing in my apartment and my friends and work obligations had been completely forgotten about. The only upside was my DVD collection had now been alphabetised. Friends persuaded me to play at a higher tier, where they insisted there was much greater dedication to roleplaying. The next time I Interloped for a month as a waitress in Reno. The pre-Seeming Interegnum was long and involved as I got all the details of how to live Jill Dancy's life authentically. By the end of the crash course, I was also confident that she could play the part of an affable, if scruffy, English eccentric who sometimes writes games and reviews. The month began promisingly, I managed to get to grips with the very physical demands of waitressing, and the emotional juggling act of keeping up appearances in order to make tips. Initially I felt hard to engage with Jill's marriage, in strict accordance with the rules she'd not told her husband about the Interloping and initially I felt like I was engaged in a deception which put some noticeable distance in my performance. But by the end of the first week, I was definitely thinking of it as 'my' marriage, and my identity as someone other than Jill had steadily dissolved to the point where at times I forgot that this was an Interloping at all. The month came to an end and we reconvened at the post-Seeming Interregnum. We shared our stories and were confident in each other's performance. But when I got back to playing my old life, it felt false and shallow and nothing I said or did felt genuine. I realised then that I could never go back, and that I would be playing the Game of Others for the rest of my life. 2 To Kill A Witch by Maven Skillretch To Kill A Witch has the most extensive New Game Plus I've seen in an open-world IF. The game takes place over the course of a single village day, with every villager following an extensive series of scripted actions at all the appropriate times. You start off as a witch-hunter, convinced one of your fellow-villagers is a satanic influence in the town and the game consists in finding signs of wickedness and working towards executing a witch. Each time you replay, however, you can play as one of the other villagers and each one has different motivations (essentially win conditions). There's about a hundred in all, including children, animals and (spoiler!) Satan himself. There's a complex series of unlock triggers, and so I never did manage to play as the milkmaid (apparently a VERY different play experience) but from the villagers I did get to play as, I'd heartily recommend. 3 Spindlewings by Salazar Rex Ugh, another by-the-numbers Jovian knock-off. YES, insects are fascinating. We get it. If I have to >CLICK MANDIBLES one more time in a game, I swear I'll flip a table. This one repeats the usual hoary trope of multi- paned vision. I'm sure the answer to the phenomenological question What Is It Like To Be A Bug? isn't 'headache inducing'. Its saving virtue is that, like the mayfly protagonist's own life, the game is mercifully short. The sequence with the ice cream cone and the small dog was amusing, but definitely not enough to redeem this. Undoubtedly the Joveheads will give this a straight raft of tens, but if you game beyond that niche then I recommend giving this one a miss. 4 TROUT QUEST (Westphalia Waterwork Games) Like most otter farmers, entertaining my charges takes up a greater part of my day. Most of us have moved beyond the dark days of placing the little furballs in the pool and leaving them to it. The contemporary otter demands quality, interactive, digital stories that speak to them and their needs. Trout Quest goes some of the way towards this, but ultimately it falls short. In the beginning, my otters delighted in catching the trout and performing the swimming routines, but WW Games don't seem to have realised that otters don't care for achievements and have limited patience for grinding. After the tutorial section, where repetitive play became necessary to upgrade gear and unlock new waterways, the otters became disruptive and instead prefered to hang around outside the starting zone, griefing new pups. I didn't want to encourage this sort of antisocial behaviour in my charges so I returned the game. 5 Moonshine in Macedonia by Rhonda Simian This one came in a delightful crate, stuffed with straw and filled with bottles of some unpronounceable spirit, and of course, the game itself. In the game, you play the part of a young woman named Borkica getting drunk with her friends in the Republic of Macedonia (a country I didn't even know existed until I heard of this game). The dialogue is all in Macedonian, but fortunately there are subtitles. The novel mechanic is that each time Borkica drinks, you also have to drink. To enforce this, there's a breathalizer test at the end of each chapter. It's possible to trick it, but I played through honestly and drank the exact amount at each part. The mechanic is well balanced in that the measurements take into account your self- reported weight, build and tolerance. As such, in the third chapter where Borkica vomits off the Stone Bridge, I didn't need to take the provided emetic powder to vomit in unison into the crate the game came in. I haven't felt such visceral empathy with a player-character since breaking my nose in that (now banned) Wii-MMA party game. I'd like to say more about it, but I literally cannot remember anything after about half-way through chapter four. 6 A Taste For Adventure A Taste For Adventure came with free candy, which is always an excellent incentive. It arrived in a brightly colored box that looked like something out of a Pixar data glitch, but that was entirely appropriate to the game itself. (Side note - I am not entirely sure how the authors got my mailing address, let alone how they arranged for Amazon to deliver a package within five minutes of download completion - but c'mon, priorities. Free candy.) As you move through the choice-based gameplay sequences, the game routinely asks you to eat a piece of candy and document how the candy tastes (in a conceit comparable to the art sequences in With Those We Love Alive). You are not required to eat any particular color of candy, which leads to a rather Bertie Bott's Every Flavor Beans experience as you consume and document random flavors of bean. Perhaps more than one (despite the prompt text). They are, after all, very tasty. The game itself was as tangy-sweet fragrant as freshly cut pineapple. As nostalgic as root beer. As earthy as rhinocerous dung. As supple and glowing as a Harmizion sun lemon. As urdusk as a crushed dispetchafel. There is truly nothing quite like this game. I must download it again. 7 Perennial, Dusk, Weaver of Moonlight, Abyssal-Crossed Winter The Marvelous Perennial etc. etc. (the only reasonable way to write this title) is, despite the (excessive) title, one of the most beautiful games I've played. From the cover art to the music to the header images shown in each new room, the first word I would use for this game is haunting. The second is confusing. I still have no idea what happened here, and I don't think that's my fault. This is like playing The Gostak, if each unfamiliar word were three exquisite paragraphs of procedurally generated poetry. It took me over fifteen minutes of play to figure out when I was getting error messages. The music and header images were extremely helpful here ñ to the point where I was ignoring the text and assessing success and failure based on headers and music alone. (The game is linear enough to make these useful cues.) I think I won. I made it out of the ice caves, at least, and the last header I found was sunlight on the breaking river, with the wolves turning away at the far side. If that wasn't the end, can someone please write me and let me know? (There is a WALKTHROUGH command, but the output is even more difficult to decipher than the error messages.) 8 Targeting System In this parser-fic sendup of modern 3D puzzle-platformers, you play as... the camera. In addition to basic compass commands, you can use commands such as FOCUS ON, ZOOM IN, ZOOM OUT, and TRACK to move the camera perspective around. You see the "in-game action" in regular type, and get commentary from the "players" about how well you're showing them the action in blue italics. Since the action you're tracking is not exactly complex (monsters, platforms, shoving crates and statues around) this would be spectacularly boring if not for the "player" commentary.